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For one, the codebreaker's a bit odd since I haven't need to use it in any of my missions. Replace with a cap recharger and I'm not sure what your other mid is (shield extender?) but I would also use put in a cap recharger.
Choose either shield or armor, don't use both. Unless you're creating some super passive tank bait, it's more optimal to choose one over the other (this definitely applies for missions).
Now this is personal and up to you but I don't fit salvagers on my mission boat. A salvager is fine but it is more efficient to fill out all highs with guns and come back with a salvager ship after you're finished with the mission.
I would also use rails over blasters but blasters may be better for your skill set atm.
Don't know what your other lows are but fit mission specific hardners just so you can barely survive and fit the rest of the lows with magetic field stabilizers if there's any room left.
Many people make the mistake of over tanking. They think max tank = good, which it is in some aspect, you can mission at a much more leisurely rate but maximizing damage output is what maximizes isk per hour (more experienced missioners are always seeking to maximize damage output not tank).
However, for a beginner, being safe (dual rep) at first is fine till you know what you can handle.
On a good note, you did pick a decent system for agents. I myself chose Oursularet then to Dodixie. Ninja salvagers tho =/
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Honestly with my skill set, I would probably go full rails, web replaced with tracking computer but your skill set is different from mine. Also my drone configuration would be different but I think your options are limited here.
Trying to take your likely skills into account I've come up with something like this:
Magnetic Field Stabilizer I Capacitor Power Relay I Damage Control I Energized Adaptive Nano Membrane I Energized Adaptive Nano Membrane I Medium Armor Repairer I
Cap Recharger I Cap Recharger I Cap Recharger I Stasis Webifier I 10MN Afterburner I
Heavy Neutron Blaster I, Antimatter Charge M Heavy Neutron Blaster I, Antimatter Charge M Heavy Neutron Blaster I, Antimatter Charge M Heavy Neutron Blaster I, Antimatter Charge M Heavy Neutron Blaster I, Antimatter Charge M Heavy Neutron Blaster I, Antimatter Charge M
Hammerhead I x10 Hobgoblin I x10
Obviously you use T2 if you have the skills, though this could mean dropping gun size, again, depending on skills.
If you want rigs (which are expensive but that might change in the next expansion), I would go with 3x capacitor control circuit or 2x CCC and 1x auxiliary nano pump. This could mean a change of the lows though, i.e. replacing the CPR.
I used the Energized Adaptive Nano Membrane as a generic place holder but I suggest specific damage type hardners. For example, if you're fighting serpentis faction (mostly likely since you have a fed. navy agent) a thermic + kinetic hardner is what you should use.
The lows are very fluid, they depend heavily on the mission you're completing. If the incoming damage is low, decrease the tank and increase damage with more magstabs. You have to feel the mission out first, may want to go full rep (dual reps + hardners + damage control and drop the magstab) if you haven't done a mission before. If you have to use 2 reps, you're also going to have to drop down from heavy neutrons to ions or electrons.
Again, http://eve-survival.org/wikka.php?wakka=MissionReports this site will help you for that.
Also, the new mechanic for saving fits is very handy. After a mission, you can save an optimal fit so you don't have to continually look back to a website or paper and it doesn't take forever to refit.
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No1 has seen the cockroach on that site. Bah.
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On July 21 2009 08:35 Spike wrote: if it's just for mission than just move up ships as quickly as you can.
Moving up to lvl 3's as quickly as you can is really worth it:
Lvl 1: Get a Destroyer ASAP... It's so much faster than a Frigate or a Cruiser in lvl 1... Not even funny. Lvl 2: Get a Cruiser that requires the same skills as the Battlecruiser you want to use. I could jump up immediately when I could afford to buy a harbi and had the standings. Lvl 3: Get Droneskills if you haven't already. They really help, it's not like a day and night difference but it's noticeable.
Lvl 3's aren't dangerous... I have seen a grand total of 1 scramming frigate in an otherwise very, very easy mission and I did a shitload of lvl 3's .
Oh, for Amarr: Use Beams, not Pulses until you can use Scorch. I tried both in lvl 2's and 3's... T1 Beams are hands down way better than Pulse... Multifrequency with 10km range when the enemy ships start at 30-70Km away... yeah nice... (Beam Multifrequency has 20-24Km range and Microwave nearly 50km).
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Lvl 3: Get Droneskills if you haven't already. They really help, it's not like a day and night difference but it's noticeable. It is when you're primarily going to use a drone boat 
Anyway, it's been a long long time since I did lvl3 so I don't remember if there were any hard ones.
I'll trust you though.
I should also touch on skills since they're important. I’m not sure if you (nitram) know what skills you need but a basic rule of thumb many newbs (I followed when I 1st started) follow is:
Skill up what you need to be able use an item – 1) Focus on being able to use T2 reppers and T2 hardners, getting skills maxed comes later. Eventually you’ll get Mechanic V, Repair Systems V, Hull Upgrades V and compensation skills to at least IV.
2) You want to be able to use T2 drones. Sentries weren’t out yet when I started, I think? Anyway, you now have a choice between T2 Sentries and T2 Heavies.
Bare minimum you‘ll need Drones V, Scout Drone Op V, Drone Specialization II (for med) or IV (for heavies). There are quite a few drone skills that you should eventually get to IV or V (heavy drone op, drone navigation, durability, interfacing, sharp shooting, etc).
3) Grid/Cap skills such as Engineering, Electronics, Energy System Op, Energy Management, and Weapon upgrades should eventually be at V.
Engineering and Electronics being the big ones since increasing CPU/PG is monumentally important. Advanced weapon upgrade is also very nice but usually comes much later on.
I know that’s a lot of training time already (not to mention learning skills) and you don’t have to follow this route. It just makes sense from a Gallente drone boat missioning point of view.
Please, don’t solely train up 1 skill at a time to V then go on to the next. It’s obvious but train many skills up to III or IV then make that last jump for a specific skill at your leisure.
Just know that while some skills are definite V's (get them relatively early on), many support skills can be left at III or IV for a while.
I would say not to move on to lvl 4’s until you have T2 drones and T2 repair+hardners. I did start lvl4's with Ogre I's but you should at least have tech 2 medium drones.
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lvl 3's tend to be very easy when you fit the right tank, there are about 1-2 exceptions that actually hit pretty hard while others are easyer than lvl 2's (i did lvl 2's in amarr space in my Harbinger, whith nearly no tank fitted tho). Well it's probably hard to compare a Droneboat to an Amarr-Gunboat when it comes to whats important in Missions.
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Well it's probably hard to compare a Droneboat to an Amarr-Gunboat when it comes to whats important in Missions. Its not. Sustainable tank and DPS are the two main considerations for any mission boat.
The two best general purpose mission mobiles are the raven and the dominix. The raven is favored because it does consistent DPS of the optimal damage type from 0 to lock range, and is shield tanked (meaning full tank with 3 damage mods), whereas the dominix because it does consistent DPS of the optimal damage type from 0 to lock range, and isn't reliant on fitting damage mods (meaning full tank while still dealing full drone DPS). The raven tends to do things a bit faster than a dominix, but the dominix can easily fit a monster sustainable tank, draw aggro from an entire room, and go afk while drones chew through everything.
If you know exactly what opponents you'll be facing, certain ships will be better. Amarr ships for example are awesome at shooting sanshas/blood raiders but are absolutely horrid against Angels and mediocre against Serpentis/Guristas because of the limited laser damage types, and are also limited by optimal range/tracking considerations. Its cool that mega pulse II's do 1000 DPS on an Abaddon but if, for example, you're in the first room of world's collide, have fun slowboating 100km into range of the bad guys before you can shoot at them.
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Shit, the domi is a monster DPS machine too and all raven pilots should be aiming for at least 500 DPS (with cruise missiles ofc) IIRC.
For optimal isk per hour, all skilled pilots should maximize as much DPS as possible with just enough tank to scape by, i.e. don't die to the initial DPS onslaught. There's comes a point where your own damage output becomes a part of your tank.
For example, the domi setup I use for missions:
Magnetic Field Stabilizer II Magnetic Field Stabilizer II Magnetic Field Stabilizer II Damage Control II Armor Thermic Hardener II Armor Kinetic Hardener II Large Armor Repairer II
Omnidirectional Tracking Link I Omnidirectional Tracking Link I Tracking Computer II Cap Recharger II Cap Recharger II
Drone Link Augmentor I 350mm Railgun II, Antimatter Charge L 350mm Railgun II, Antimatter Charge L 350mm Railgun II, Antimatter Charge L 350mm Railgun II, Antimatter Charge L 350mm Railgun II, Antimatter Charge L
Sentry Damage Augmentor I Capacitor Control Circuit I Capacitor Control Circuit I
Garde II x5
The tank is a pitiful 286 (against serpentis) and it only lasts 3 mins 32 secs according to EFT but fast and intelligent target selection allows me to take on missions which deal out well over 286 DPS.
Just kill stuff before they have the time to deal damage to you. ~860 damage with T2 but can reach 1000 with faction gear and 5% implants.
The downside is that this fit requires quite a bit of micromanaging. Sometimes it's nice to just afk a mission which is why the raven and domi (with dual rep) is so popular.
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Im still running lvl 1 missions. Right now im about to get drones lvl 5. So far for me 4 Hammerheads rape everything, I don't even use my heavy neutron blaster. Theres no worry about repairing for most missions because of my max armour/shield. I guess once I hit lvl 2 and see that a stronger tank is required, i'll start getting rep 2 and hardeners. By the way, which drones are from what races? Are ogres or hammerheads gallente?
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Yes, ogres, hammerheads, and hobgoblins are gallente. You're in a BC, you should at least be doing lvl 2's.
lvl 2's are easy so you should have no problem.
lvl 3's may give you some problem since your fit is all T1 but once you get T2 I'm not sure if you need dual rep.
Did you gather the 30mil for your myrm from lvl 1 missions? That's true dedication.
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On July 22 2009 20:59 Spike wrote: Yes, ogres, hammerheads, and hobgoblins are gallente. You're in a BC, you should at least be doing lvl 2's.
lvl 2's are easy so you should have no problem.
lvl 3's may give you some problem since your fit is all T1 but once you get T2 I'm not sure if you need dual rep.
Did you gather the 30mil for your myrm from lvl 1 missions? That's true dedication. The gay thing is, I'm still at lvl 1. T_T At my rate, i'll be at lvl 2 in 4 days. Also, salvaging brings in alot of cash.
What does high sec even mean? Less bad human players? I see red units by alot of police ships and they are left unbothered.
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Train the skill Connection up to lvl 3 since it boosts your standing with friendly for about 1.2 points.
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Buy a destroyer... most probably you will kill stuff faster with it than with your myrm..
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Looks fun, i think i might try this soon. Someone better accpept me because i have no idea what im doing. :D
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On July 21 2009 08:19 motbob wrote: I am hungry for interesting tidbits of news. Tell me what's going on in 0.0... are people adjusting well? Any drama after the GC reset?
im quite inactive so cant say anything about that, but i can tell you that implant market needs some serious abusing - lvl 4 implants shot up to 30 mil in some places
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On July 22 2009 23:52 Velr wrote: Buy a destroyer... most probably you will kill stuff faster with it than with your myrm.. Ya but with a myrm, u can be afk 90% of the time :O
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I tasted 0.0 action for the first time yesterday. It was AWESOME. Around 19.00 eve we head out from eo2 in the Great Wildlands down to klmt in curse. Before going in to klmt a scout reports ED and RA fighting on the g-o(not sure) gate but we don't engage because of insuficient intel. After the fight ends we get into klmt and jump into hlw where we sit on the kmlt gate while the scouts have eyes on klmt. We engage a smaller group on the klmt gate and hold the field. During the battle I get some nasty t2 drones on me and watch my hp go down. Before going down to structure I make for the outside of the bubble with my MWD on thinking I can save the pod once I my ship pops. Once out of the bubble I start to spam warp to a station and am surprised to find that I actually didn't have a point on me. I survive with 5% hull.
Pretty soon we spot a 30man gang of neutrals in kmlt. We're about 24man strong at the time and soon Mukk brings about a dozen more dudes from eo2 and takes over the fleet from revo. After a few minutes of sittin gon the kmlt gate in hlw with the other fleet on the hlw gate in kmlt. They decide to jump into us and Mukk calls for a cross jump so we get a better idea of what they have. Their fleet has about 3-4 logistic ships and mostly bc's together with HACS and inties plus an occasional cruiser. Now we're sitting on the hlw gate in klmt and they jump into us again. This time it's on. The logistic ships get primaried and go down pretty fast then we go onto their BC's. Mukk gets primaried but he keeps calling targets from his pod. Revo's cane goes dwon pretty quick as well. I'm flying aroundat 3.3km/s in the rifter trying to point the primary and checking for close drones. We're doing pretty good and have an advantage in the fight. Suddenly a cyno goes up. Next thing I see are Thanatos's and Chimeras on the overview and MukK keeps saying: "Get out, get out, run away guys." I burn out of the bubble and escape with 20% armor.
After that we put together a salvage run and then we roam a bit deeper into curse, without any major battle/kills/losses.
IT WAS AWESOME!
P.S.: killboard stats: The klmt fight
The hlw skirmish
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On July 23 2009 09:18 nitram wrote:Show nested quote +On July 22 2009 23:52 Velr wrote: Buy a destroyer... most probably you will kill stuff faster with it than with your myrm.. Ya but with a myrm, u can be afk 90% of the time :O
Yes, but then you shouldn't complain about needing 1 week to get to lvl 2's .
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Nice fight, looks like you were raping their faces before the carriers cyno'd into klmt. Great work guys!
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I'm confused the noobie guide to Pirating states that a new player in a few hours can be in a frigate and be a pirate in no time.
Yet all the reqs he states none of the early game Frigates have enough Power/CPU to hold a afterburner, Warp Scrambler, and some type of shield and/or a cap booster. Not to mention the weapons to be fitted. At once.
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